FF6 Hacking
Pony Fantasy VI Remake - Printable Version

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RE: Pony Fantasy VI Remake - madsiur - 04-03-2016

(04-02-2016, 11:57 PM)Rydel Wrote: I still have the issue where FF6LE+ isn't saving changes, so I can't finish redoing the graphics except by hand.  If I make changes, Save under the file menu, close the EDITING LEVELS window, then click LEVELS again, my changes are gone.

Are you using FF6LE+ since the beginning? If so data specified in the readme are relocated. I've never had any trouble saving while testing and I have not touched how the saving is done with the original FF6LE Rogue. The only saving problems I had is a person trying to use FF6LE+ with a ROM which had the data not relocated/expanded.


RE: Pony Fantasy VI Remake - Rydel - 04-03-2016

I was originally using ZoneDoctor, but stopped due to it corrupting unrelated data (mostly stuff in Daryl's tomb) and being very inconsistent with saving - Every time I made a change, when I'd reopen, only part of the save was changed, so I'd have to keep redoing it until everything was saved.

EDIT: As a way to try and change the data manually, I tried to make a quick C# program that decompressed the tileset data using the compression/decompression algorithm from FF6LE's Source Code, but the result didn't look anything like I was expecting. Does there happen to be any existing tool that can decompress and compress the tileset data for manual editing?


RE: Pony Fantasy VI Remake - m06 - 04-03-2016

(04-03-2016, 08:18 AM)Rydel Wrote:  Does there happen to be any existing tool that can decompress and compress the tileset data for manual editing?

There is a perl script:

http://www.romhacking.net/utilities/1176/


RE: Pony Fantasy VI Remake - Rydel - 04-04-2016

Yes! This did the trick! Now I just need to do some testing and this part should be done.


RE: Pony Fantasy VI Remake - DrakeyC - 04-04-2016

Okay, with the shoutbox archive gone, hoping someone can answer this. Where in the data is the graphics for which weapons are used when descending from a Jump, and what's the codes for the different weapons?

EDIT - Where is the info for what lores Strago knows stored? I see, to be having some oddities there, he only knows every other lore when he should have all of them. Or does the Umaro magic patch change that stuff and he just isn't working right for it?


RE: Pony Fantasy VI Remake - Kugawattan - 04-05-2016

https://www.ff6hacking.com/forums/showthread.php?tid=3182
Everything's post has the info you need on jump weapon animations.
I'm afraid I can't help on the lore thing, but it would be interesting to know since I have a character who is gonna have all lores learned too.


RE: Pony Fantasy VI Remake - DrakeyC - 04-05-2016

Yup, that'll do. Thanks.

For the Lores, I mean that in the save file I have, Strago should have learned all his Lores. And he only knows every other one.

EDIT - Mrgrmrgr... any reason the game might crash when it's Umaro's turn in battle? Double-checked his commands are assigned in usME and re-applied the Functional Umaro patch just in case.


RE: Pony Fantasy VI Remake - Rydel - 04-05-2016

For the Lores, I'm not sure where they are in normal saves, but in RAM they are located at $1D29.


RE: Pony Fantasy VI Remake - DrakeyC - 04-05-2016

What address? CA, CB?

In other news, my event editing is all done - there's still some checks to do with my bonus boss, but I need a new file to check him anyway (the battle replaces the Emperor's Letter event, so I need a save file that plays up to the end of the game without getting the letter to check everything with it). Fortunately wasn't as difficult as I thought once I got the hang of it.

My issues now are resolving the Umaro issue above, and also need a reminder on how the game flags spears as doing more damage with Jump. Once those issues are resolved, I believe I'm good to begin playtesting again. Laugh


RE: Pony Fantasy VI Remake - Gi Nattak - 04-05-2016

(04-05-2016, 08:14 AM)DrakeyC Wrote: Mrgrmrgr... any reason the game might crash when it's Umaro's turn in battle? Double-checked his commands are assigned in usME and re-applied the Functional Umaro patch just in case.

The only reason that comes to mind is if Umaro was already recruited from using a borrowed save file from a ROM other than yours. It would freeze because his skills were already set to nothing in that sram data. Are you testing this from before recruiting Umaro?